initial version

This commit is contained in:
jenoack 2022-02-08 18:55:18 +01:00
parent ce1b800f37
commit a8a7222e03
14 changed files with 718 additions and 0 deletions

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VSCode/Pong/.gitignore vendored Executable file
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.pio
.vscode/.browse.c_cpp.db*
.vscode/c_cpp_properties.json
.vscode/launch.json
.vscode/ipch

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VSCode/Pong/.vscode/extensions.json vendored Executable file
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{
// See http://go.microsoft.com/fwlink/?LinkId=827846
// for the documentation about the extensions.json format
"recommendations": [
"platformio.platformio-ide"
]
}

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VSCode/Pong/include/README Executable file
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This directory is intended for project header files.
A header file is a file containing C declarations and macro definitions
to be shared between several project source files. You request the use of a
header file in your project source file (C, C++, etc) located in `src` folder
by including it, with the C preprocessing directive `#include'.
```src/main.c
#include "header.h"
int main (void)
{
...
}
```
Including a header file produces the same results as copying the header file
into each source file that needs it. Such copying would be time-consuming
and error-prone. With a header file, the related declarations appear
in only one place. If they need to be changed, they can be changed in one
place, and programs that include the header file will automatically use the
new version when next recompiled. The header file eliminates the labor of
finding and changing all the copies as well as the risk that a failure to
find one copy will result in inconsistencies within a program.
In C, the usual convention is to give header files names that end with `.h'.
It is most portable to use only letters, digits, dashes, and underscores in
header file names, and at most one dot.
Read more about using header files in official GCC documentation:
* Include Syntax
* Include Operation
* Once-Only Headers
* Computed Includes
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html

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VSCode/Pong/lib/README Executable file
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This directory is intended for project specific (private) libraries.
PlatformIO will compile them to static libraries and link into executable file.
The source code of each library should be placed in a an own separate directory
("lib/your_library_name/[here are source files]").
For example, see a structure of the following two libraries `Foo` and `Bar`:
|--lib
| |
| |--Bar
| | |--docs
| | |--examples
| | |--src
| | |- Bar.c
| | |- Bar.h
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
| |
| |--Foo
| | |- Foo.c
| | |- Foo.h
| |
| |- README --> THIS FILE
|
|- platformio.ini
|--src
|- main.c
and a contents of `src/main.c`:
```
#include <Foo.h>
#include <Bar.h>
int main (void)
{
...
}
```
PlatformIO Library Dependency Finder will find automatically dependent
libraries scanning project source files.
More information about PlatformIO Library Dependency Finder
- https://docs.platformio.org/page/librarymanager/ldf.html

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VSCode/Pong/platformio.ini Executable file
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; PlatformIO Project Configuration File
;
; Build options: build flags, source filter
; Upload options: custom upload port, speed and extra flags
; Library options: dependencies, extra library storages
; Advanced options: extra scripting
;
; Please visit documentation for the other options and examples
; https://docs.platformio.org/page/projectconf.html
[env:uno]
platform = atmelavr
board = uno
framework = arduino
lib_deps = adafruit/Adafruit NeoPixel@^1.10.4

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VSCode/Pong/src/main.cpp Executable file
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#include <Arduino.h>
/**
* Player 1: x = 0
* Player 2: x = X_MAX-1
*/
#define PIN_LED_MATRIX 2
#define PIN_JOYSTICK_1_BUTTON 6
#define PIN_JOYSTICK_2_BUTTON 7
#define PIN_PIEZO 11
#define PIN_JOYSTICK_1_Y A0
#define PIN_JOYSTICK_2_Y A1
#define JOYSTICK_OFFSET_MIN 200
#define JOYSTICK_OFFSET_MAX 700
#define DEBOUNCE_TIME 300 // in ms
#define X_MAX 10
#define Y_MAX 20
#define GAME_DELAY 80 // in ms
#define BALL_DELAY_MAX 350 // in ms
#define BALL_DELAY_MIN 50 // in ms
#define BALL_DELAY_STEP 5 // in ms
#define PLAYER_AMOUNT 2
#define PLAYER_1 0
#define PLAYER_2 1
#define PADDLE_WIDTH 3
#define PADDLE_MOVE_NONE 0
#define PADDLE_MOVE_UP 1
#define PADDLE_MOVE_DOWN 2
#define LED_TYPE_OFF 1
#define LED_TYPE_PADDLE 2
#define LED_TYPE_BALL 3
#define LED_TYPE_BALL_RED 4
#define TONE_PLAYER 1
#define TONE_WALL 2
#define TONE_BUZZ 3
#define GAME_STATE_RUNNING 1
#define GAME_STATE_END 2
#define GAME_STATE_INIT 3
#include <Adafruit_NeoPixel.h>
struct Coords {
byte x;
byte y;
};
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(X_MAX * Y_MAX, PIN_LED_MATRIX, NEO_GRB + NEO_KHZ800);
bool buttonPressed = false;
byte gameState;
byte joystickPins[PLAYER_AMOUNT] = {PIN_JOYSTICK_1_Y, PIN_JOYSTICK_2_Y};
Coords paddles[PLAYER_AMOUNT][PADDLE_WIDTH];
Coords ball;
int ballMovement[2];
unsigned int ballDelay;
unsigned long lastDrawUpdate = 0;
unsigned long lastBallUpdate = 0;
unsigned long lastButtonClick = 0;
void setup()
{
pinMode(PIN_JOYSTICK_1_Y, INPUT);
pinMode(PIN_JOYSTICK_1_BUTTON, INPUT_PULLUP);
pinMode(PIN_JOYSTICK_2_Y, INPUT);
pinMode(PIN_JOYSTICK_2_BUTTON, INPUT_PULLUP);
pixels.begin();
resetLEDs();
gameState = GAME_STATE_END;
}
void loop()
{
switch(gameState) {
case GAME_STATE_INIT:
initGame();
break;
case GAME_STATE_RUNNING:
updateBall();
updateGame();
break;
case GAME_STATE_END:
if (isButtonPressed()) {
gameState = GAME_STATE_INIT;
}
break;
}
}
void initGame()
{
resetLEDs();
lastButtonClick = millis();
ball.x = 1;
ball.y = (Y_MAX/2) - (PADDLE_WIDTH/2) + 1;
ballMovement[0] = 1;
ballMovement[1] = -1;
ballDelay = BALL_DELAY_MAX;
for(byte i=0; i<PADDLE_WIDTH; i++) {
paddles[PLAYER_1][i].x = 0;
paddles[PLAYER_1][i].y = (Y_MAX/2) - (PADDLE_WIDTH/2) + i;
paddles[PLAYER_2][i].x = X_MAX - 1;
paddles[PLAYER_2][i].y = paddles[PLAYER_1][i].y;
}
gameState = GAME_STATE_RUNNING;
}
void updateBall()
{
bool hitBall = false;
if ((millis() - lastBallUpdate) < ballDelay) {
return;
}
lastBallUpdate = millis();
toggleLed(ball.x, ball.y, LED_TYPE_OFF);
// collision detection for player 1
if (ballMovement[0] == -1 && ball.x == 1) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
if (paddles[PLAYER_1][i].y == ball.y) {
hitBall = true;
break;
}
}
}
// collision detection for player 2
if (ballMovement[0] == 1 && ball.x == X_MAX-2) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
if (paddles[PLAYER_2][i].y == ball.y) {
hitBall = true;
break;
}
}
}
if (hitBall == true) {
ballMovement[0] *= -1;
playTone(TONE_PLAYER);
if (ballDelay > BALL_DELAY_MIN) {
ballDelay -= BALL_DELAY_STEP;
}
}
ball.x += ballMovement[0];
ball.y += ballMovement[1];
if (ball.x <=0 || ball.x >= X_MAX-1) {
endGame();
return;
}
if (ball.y <= 0 || ball.y >= Y_MAX-1) {
ballMovement[1] *= -1;
playTone(TONE_WALL);
}
toggleLed(ball.x, ball.y, LED_TYPE_BALL);
pixels.show();
}
void endGame()
{
gameState = GAME_STATE_END;
toggleLed(ball.x, ball.y, LED_TYPE_BALL_RED);
pixels.show();
playTone(TONE_BUZZ);
}
void updateGame()
{
if ((millis() - lastDrawUpdate) < GAME_DELAY) {
return;
}
lastDrawUpdate = millis();
// turn off paddle LEDs
for(byte p=0; p<PLAYER_AMOUNT; p++) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
toggleLed(paddles[p][i].x, paddles[p][i].y, LED_TYPE_OFF);
}
}
// move paddles
for(byte p=0; p<PLAYER_AMOUNT; p++) {
byte movement = getPlayerMovement(p);
if (movement == PADDLE_MOVE_UP && paddles[p][PADDLE_WIDTH-1].y < (Y_MAX-1)) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
paddles[p][i].y++;
}
}
if (movement == PADDLE_MOVE_DOWN && paddles[p][0].y > 0) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
paddles[p][i].y--;
}
}
}
// show paddle LEDs
for(byte p=0; p<PLAYER_AMOUNT; p++) {
for(byte i=0; i<PADDLE_WIDTH; i++) {
toggleLed(paddles[p][i].x, paddles[p][i].y, LED_TYPE_PADDLE);
}
}
pixels.show();
}
byte getPlayerMovement(byte playerId)
{
int value = analogRead(joystickPins[playerId]);
if (value < JOYSTICK_OFFSET_MIN) {
if (playerId == PLAYER_2) {
return PADDLE_MOVE_DOWN;
} else {
return PADDLE_MOVE_UP;
}
} else if (value > JOYSTICK_OFFSET_MAX) {
if (playerId == PLAYER_2) {
return PADDLE_MOVE_UP;
} else {
return PADDLE_MOVE_DOWN;
}
}
return PADDLE_MOVE_NONE;
}
bool isButtonPressed()
{
if ((millis() - lastButtonClick) < DEBOUNCE_TIME) {
return false;
}
if (digitalRead(PIN_JOYSTICK_1_BUTTON) == LOW) {
lastButtonClick = millis();
return true;
}
if (digitalRead(PIN_JOYSTICK_2_BUTTON) == LOW) {
lastButtonClick = millis();
return true;
}
return false;
}
void resetLEDs()
{
for(byte i=0; i<X_MAX*Y_MAX; i++) {
pixels.setPixelColor(i, pixels.Color(0, 0, 0));
}
pixels.show();
}
void toggleLed(byte x, byte y, byte type)
{
byte ledIndex = y * X_MAX + x;
uint32_t color;
switch(type) {
case LED_TYPE_PADDLE:
color = pixels.Color(0, 8, 8);
break;
case LED_TYPE_BALL_RED:
color = pixels.Color(12, 0, 0);
break;
case LED_TYPE_BALL:
color = pixels.Color(0, 10, 0);
break;
case LED_TYPE_OFF:
color = pixels.Color(0, 0, 0);
break;
}
pixels.setPixelColor(ledIndex, color);
}
void playTone(byte type)
{
switch(type) {
case TONE_PLAYER:
tone(PIN_PIEZO, 440, 50);
break;
case TONE_WALL:
tone(PIN_PIEZO, 550, 50);
break;
case TONE_BUZZ:
for(byte i=0; i<20; i++) {
tone(PIN_PIEZO, 220-i*10, 50);
delay(50);
}
break;
}
}

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VSCode/Pong/test/README Executable file
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This directory is intended for PlatformIO Unit Testing and project tests.
Unit Testing is a software testing method by which individual units of
source code, sets of one or more MCU program modules together with associated
control data, usage procedures, and operating procedures, are tested to
determine whether they are fit for use. Unit testing finds problems early
in the development cycle.
More information about PlatformIO Unit Testing:
- https://docs.platformio.org/page/plus/unit-testing.html